// Created by Crowbar 0.24.0.0 ################################################################################ ====== MDL Header ====== 00 id: IDST 04 version: 49 08 checksum: 0x6466389D 0C name ($modelname): weapons\arms\v_charger_arms.mdl 4C fileSize (size of mdl file in bytes): 33 760 50 eyePositionX ($eyeposition): 0.000000 54 eyePositionY: 0.000000 58 eyePositionZ: 0.000000 5C illuminationPositionX ($illumposition): 31.594300 60 illuminationPositionY: -23.036920 64 illuminationPositionZ: -31.981440 68 hullMinPositionX: -2.719602 6C hullMinPositionY: -48.007490 70 hullMinPositionZ: -70.000000 74 hullMaxPositionX: 65.908200 78 hullMaxPositionY: 1.933648 7C hullMaxPositionZ: 6.037117 80 viewBoundingBoxMinPositionX: 0.000000 84 viewBoundingBoxMinPositionY: 0.000000 88 viewBoundingBoxMinPositionZ: 0.000000 8C viewBoundingBoxMaxPositionX: 0.000000 90 viewBoundingBoxMaxPositionY: 0.000000 94 viewBoundingBoxMaxPositionZ: 0.000000 98 flags: 0x00000001 9C boneCount: 18 A0 boneOffset: 664 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reserved(56): 0 (0x00000000) reserved(57): 0 (0x00000000) reserved(58): 0 (0x00000000) ======================== ====== Bones (nodes) ====== [Bone (node) index: 0] name: ValveBiped.bip_base parentBoneIndex: -1 ([no parent bone]) flags: 1 792 (0x00000700) proceduralRuleType: 0 (0x00000000) proceduralRuleOffset: 0 (0x00000000) position[x,y,z]: (0.000000, 0.000000, 0.000000) quat[x,y,z,w]: (0.707107, 0.000000, 0.000000, 0.707107) rotation[x,y,z]: (1.570796, 0.000000, 0.000000) positionScale[x,y,z]: (0.003906, 0.003906, 0.003906) rotationScale[x,y,z]: (0.000012, 0.000012, 0.000048) poseToBoneColumn0[x,y,z]: (1.000000, 0.000000, 0.000000) poseToBoneColumn1[x,y,z]: (0.000000, 0.000000, -1.000000) poseToBoneColumn2[x,y,z]: (0.000000, 1.000000, 0.000000) poseToBoneColumn3[x,y,z]: (0.000000, 0.000000, 0.000000) -------------------- [Bone (node) index: 1] name: ValveBiped.bip_spine_3 parentBoneIndex: 0 (ValveBiped.bip_base) flags: 1 280 (0x00000500) proceduralRuleType: 0 (0x00000000) proceduralRuleOffset: 0 (0x00000000) position[x,y,z]: (0.000000, 69.352837, -0.571241) quat[x,y,z,w]: (-0.906562, 0.000000, 0.000000, 0.422074) rotation[x,y,z]: (-2.270130, 0.000000, 0.000000) positionScale[x,y,z]: (0.003906, 0.003906, 0.003906) rotationScale[x,y,z]: (0.000012, 0.000012, 0.000012) poseToBoneColumn0[x,y,z]: (1.000000, 0.000000, 0.000000) poseToBoneColumn1[x,y,z]: (0.000000, 0.765271, 0.643708) poseToBoneColumn2[x,y,z]: (0.000000, -0.643708, 0.765271) poseToBoneColumn3[x,y,z]: (0.000000, 44.205811, -53.441448) -------------------- [Bone (node) index: 2] name: ValveBiped.bip_collar_R parentBoneIndex: 1 (ValveBiped.bip_spine_3) flags: 1 280 (0x00000500) proceduralRuleType: 0 (0x00000000) proceduralRuleOffset: 0 (0x00000000) position[x,y,z]: (-1.549380, -5.102886, -4.074768) quat[x,y,z,w]: (0.572158, -0.671880, 0.075786, 0.464186) rotation[x,y,z]: (2.485408, -0.790177, -1.448758) positionScale[x,y,z]: (0.003906, 0.003906, 0.003906) rotationScale[x,y,z]: (0.000012, 0.000012, 0.000012) poseToBoneColumn0[x,y,z]: (0.085668, -0.839201, -0.537032) poseToBoneColumn1[x,y,z]: (-0.077191, 0.531803, -0.843343) poseToBoneColumn2[x,y,z]: (0.993329, 0.113701, -0.019220) poseToBoneColumn3[x,y,z]: (-69.382622, -6.036812, -4.519532) -------------------- [Bone (node) index: 3] name: ValveBiped.bip_upperArm_R parentBoneIndex: 2 (ValveBiped.bip_collar_R) flags: 1 280 (0x00000500) proceduralRuleType: 0 (0x00000000) proceduralRuleOffset: 0 (0x00000000) position[x,y,z]: (-0.000061, 11.987242, 0.000029) quat[x,y,z,w]: (0.505733, -0.853909, -0.116043, 0.040107) rotation[x,y,z]: (2.900223, 0.048897, -2.078111) positionScale[x,y,z]: (0.003906, 0.003906, 0.003906) rotationScale[x,y,z]: (0.000090, 0.000039, 0.000057) poseToBoneColumn0[x,y,z]: (0.717307, -0.588730, 0.372649) poseToBoneColumn1[x,y,z]: (-0.385590, 0.110052, 0.916083) poseToBoneColumn2[x,y,z]: (-0.580337, -0.800803, -0.148067) poseToBoneColumn3[x,y,z]: (49.624031, 49.882030, 14.438513) -------------------- [Bone (node) index: 4] name: ValveBiped.bip_lowerArm_R parentBoneIndex: 3 (ValveBiped.bip_upperArm_R) flags: 1 280 (0x00000500) proceduralRuleType: 0 (0x00000000) proceduralRuleOffset: 0 (0x00000000) position[x,y,z]: (0.000000, 20.109310, -0.000001) quat[x,y,z,w]: (-0.053494, 0.026982, 0.002777, 0.998200) rotation[x,y,z]: (-0.107006, 0.054190, 0.002661) positionScale[x,y,z]: (0.003906, 0.003906, 0.003906) rotationScale[x,y,z]: (0.000032, 0.000012, 0.000012) poseToBoneColumn0[x,y,z]: (0.694503, -0.631141, 0.345438) poseToBoneColumn1[x,y,z]: (-0.434349, 0.014976, 0.900620) poseToBoneColumn2[x,y,z]: (-0.573591, -0.775524, -0.263735) poseToBoneColumn3[x,y,z]: (48.848080, 27.643690, 20.177242) -------------------- [Bone (node) index: 5] name: ValveBiped.bip_hand_R parentBoneIndex: 4 (ValveBiped.bip_lowerArm_R) flags: 1 280 (0x00000500) proceduralRuleType: 0 (0x00000000) proceduralRuleOffset: 0 (0x00000000) position[x,y,z]: (0.000000, 19.941742, 0.000000) quat[x,y,z,w]: (-0.075600, 0.012377, 0.000938, 0.997061) rotation[x,y,z]: (-0.151357, 0.024826, -0.000001) positionScale[x,y,z]: (0.003906, 0.003906, 0.003906) rotationScale[x,y,z]: (0.000051, 0.000044, 0.000050) poseToBoneColumn0[x,y,z]: (0.685714, -0.678593, 0.263263) poseToBoneColumn1[x,y,z]: (-0.456571, -0.119323, 0.881649) poseToBoneColumn2[x,y,z]: (-0.566867, -0.724757, -0.391648) poseToBoneColumn3[x,y,z]: (48.332161, 4.389715, 22.300419) -------------------- [Bone (node) index: 6] name: ValveBiped.bip_thumb_0_R parentBoneIndex: 5 (ValveBiped.bip_hand_R) flags: 1 280 (0x00000500) proceduralRuleType: 0 (0x00000000) proceduralRuleOffset: 0 (0x00000000) position[x,y,z]: (2.899853, -0.471045, -4.331209) quat[x,y,z,w]: (-0.294372, -0.178217, -0.383093, 0.857219) rotation[x,y,z]: (-0.449452, -0.559881, -0.709305) positionScale[x,y,z]: (0.003906, 0.003906, 0.003906) rotationScale[x,y,z]: (0.000015, 0.000012, 0.000012) poseToBoneColumn0[x,y,z]: (0.955191, 0.063595, -0.289076) poseToBoneColumn1[x,y,z]: (0.240525, -0.735962, 0.632856) poseToBoneColumn2[x,y,z]: (-0.172502, -0.674029, -0.718281) poseToBoneColumn3[x,y,z]: (40.672230, 27.393908, 19.806795) -------------------- [Bone (node) index: 7] name: ValveBiped.bip_thumb_1_R parentBoneIndex: 6 (ValveBiped.bip_thumb_0_R) flags: 1 280 (0x00000500) proceduralRuleType: 0 (0x00000000) proceduralRuleOffset: 0 (0x00000000) position[x,y,z]: (-0.000027, 2.543320, 0.000025) quat[x,y,z,w]: (0.110289, 0.000000, 0.000000, 0.993900) rotation[x,y,z]: (0.221028, 0.000000, 0.000000) positionScale[x,y,z]: (0.003906, 0.003906, 0.003906) rotationScale[x,y,z]: (0.000012, 0.000012, 0.000012) poseToBoneColumn0[x,y,z]: (0.955191, -0.001327, -0.295985) poseToBoneColumn1[x,y,z]: (0.240525, -0.579315, 0.778808) poseToBoneColumn2[x,y,z]: (-0.172502, -0.815103, -0.553038) poseToBoneColumn3[x,y,z]: (40.672260, 28.588339, 13.876854) -------------------- [Bone (node) index: 8] name: ValveBiped.bip_index_0_R parentBoneIndex: 5 (ValveBiped.bip_hand_R) flags: 1 280 (0x00000500) proceduralRuleType: 0 (0x00000000) proceduralRuleOffset: 0 (0x00000000) position[x,y,z]: (1.551407, 3.956632, -3.900799) quat[x,y,z,w]: (-0.131770, -0.757424, -0.164922, 0.617856) rotation[x,y,z]: (2.695900, -1.367576, -3.120852) positionScale[x,y,z]: (0.003906, 0.003906, 0.003906) rotationScale[x,y,z]: (0.000017, 0.000012, 0.000012) poseToBoneColumn0[x,y,z]: (0.122322, -0.318586, -0.939968) poseToBoneColumn1[x,y,z]: (0.956133, -0.216167, 0.197692) poseToBoneColumn2[x,y,z]: (-0.266172, -0.922916, 0.278169) poseToBoneColumn3[x,y,z]: (16.220787, 21.545778, -46.344318) -------------------- [Bone (node) index: 9] name: ValveBiped.bip_index_1_R parentBoneIndex: 8 (ValveBiped.bip_index_0_R) flags: 1 280 (0x00000500) proceduralRuleType: 0 (0x00000000) proceduralRuleOffset: 0 (0x00000000) position[x,y,z]: (0.000000, 2.741434, -0.000004) quat[x,y,z,w]: (-0.127797, 0.000000, 0.000000, 0.991800) rotation[x,y,z]: (-0.256296, 0.000000, 0.000000) positionScale[x,y,z]: (0.003906, 0.003906, 0.003906) rotationScale[x,y,z]: (0.000012, 0.000012, 0.000012) poseToBoneColumn0[x,y,z]: (0.122322, -0.069899, -0.990026) poseToBoneColumn1[x,y,z]: (0.956133, -0.259221, 0.136436) poseToBoneColumn2[x,y,z]: (-0.266172, -0.963285, 0.035124) poseToBoneColumn3[x,y,z]: (16.220785, 29.938354, -40.063625) -------------------- [Bone (node) index: 10] name: ValveBiped.bip_middle_0_R parentBoneIndex: 5 (ValveBiped.bip_hand_R) flags: 1 280 (0x00000500) proceduralRuleType: 0 (0x00000000) proceduralRuleOffset: 0 (0x00000000) position[x,y,z]: (1.401108, 3.639808, -1.202112) quat[x,y,z,w]: (-0.085619, -0.734883, -0.204692, 0.640872) rotation[x,y,z]: (2.031148, -1.355830, -2.447084) positionScale[x,y,z]: (0.003906, 0.003906, 0.003906) rotationScale[x,y,z]: (0.000016, 0.000012, 0.000012) poseToBoneColumn0[x,y,z]: (0.237456, -0.295272, -0.925434) poseToBoneColumn1[x,y,z]: (0.952481, -0.116327, 0.281511) poseToBoneColumn2[x,y,z]: (-0.190775, -0.948305, 0.253618) poseToBoneColumn3[x,y,z]: (15.167003, 23.386337, -44.480289) -------------------- [Bone (node) index: 11] name: ValveBiped.bip_middle_1_R parentBoneIndex: 10 (ValveBiped.bip_middle_0_R) flags: 1 280 (0x00000500) proceduralRuleType: 0 (0x00000000) proceduralRuleOffset: 0 (0x00000000) position[x,y,z]: (0.000003, 2.810953, 0.000008) quat[x,y,z,w]: (-0.127797, 0.000000, 0.000000, 0.991800) rotation[x,y,z]: (-0.256296, 0.000000, 0.000000) positionScale[x,y,z]: (0.003906, 0.003906, 0.003906) rotationScale[x,y,z]: (0.000012, 0.000012, 0.000012) poseToBoneColumn0[x,y,z]: (0.237456, -0.051030, -0.970057) poseToBoneColumn1[x,y,z]: (0.952481, -0.183890, 0.242827) poseToBoneColumn2[x,y,z]: (-0.190775, -0.981621, 0.004940) poseToBoneColumn3[x,y,z]: (15.166995, 31.179018, -37.811535) -------------------- [Bone (node) index: 12] name: ValveBiped.bip_ring_0_R parentBoneIndex: 5 (ValveBiped.bip_hand_R) flags: 1 280 (0x00000500) proceduralRuleType: 0 (0x00000000) proceduralRuleOffset: 0 (0x00000000) position[x,y,z]: (1.335663, 3.182098, 1.418085) quat[x,y,z,w]: (-0.046020, -0.640706, -0.255318, 0.722628) rotation[x,y,z]: (0.980184, -1.251585, -1.415250) positionScale[x,y,z]: (0.003906, 0.003906, 0.003906) rotationScale[x,y,z]: (0.000016, 0.000012, 0.000012) poseToBoneColumn0[x,y,z]: (0.493685, -0.225160, -0.839987) poseToBoneColumn1[x,y,z]: (0.851907, -0.068852, 0.519147) poseToBoneColumn2[x,y,z]: (-0.174726, -0.971886, 0.157825) poseToBoneColumn3[x,y,z]: (21.737844, 26.601309, -38.288868) -------------------- [Bone (node) index: 13] name: ValveBiped.bip_ring_1_R parentBoneIndex: 12 (ValveBiped.bip_ring_0_R) flags: 1 280 (0x00000500) proceduralRuleType: 0 (0x00000000) proceduralRuleOffset: 0 (0x00000000) position[x,y,z]: (-0.000004, 2.663269, 0.000046) quat[x,y,z,w]: (-0.127797, 0.000000, 0.000000, 0.991800) rotation[x,y,z]: (-0.256296, 0.000000, 0.000000) positionScale[x,y,z]: (0.003906, 0.003906, 0.003906) rotationScale[x,y,z]: (0.000012, 0.000012, 0.000012) poseToBoneColumn0[x,y,z]: (0.493685, -0.004870, -0.869627) poseToBoneColumn1[x,y,z]: (0.851907, -0.198206, 0.484735) poseToBoneColumn2[x,y,z]: (-0.174726, -0.980148, -0.093703) poseToBoneColumn3[x,y,z]: (21.737843, 32.862324, -30.969967) -------------------- [Bone (node) index: 14] name: ValveBiped.bip_pinky_0_R parentBoneIndex: 5 (ValveBiped.bip_hand_R) flags: 1 280 (0x00000500) proceduralRuleType: 0 (0x00000000) proceduralRuleOffset: 0 (0x00000000) position[x,y,z]: (1.344769, 1.881122, 3.809586) quat[x,y,z,w]: (0.001089, -0.649417, -0.247961, 0.718869) rotation[x,y,z]: (1.120331, -1.203080, -1.477340) positionScale[x,y,z]: (0.003906, 0.003906, 0.003906) rotationScale[x,y,z]: (0.000016, 0.000012, 0.000012) poseToBoneColumn0[x,y,z]: (0.511548, -0.266458, -0.816896) poseToBoneColumn1[x,y,z]: (0.850102, 0.018550, 0.526291) poseToBoneColumn2[x,y,z]: (-0.125081, -0.963668, 0.236005) poseToBoneColumn3[x,y,z]: (17.933174, 24.868895, -40.198986) -------------------- [Bone (node) index: 15] name: ValveBiped.bip_pinky_1_R parentBoneIndex: 14 (ValveBiped.bip_pinky_0_R) flags: 1 280 (0x00000500) proceduralRuleType: 0 (0x00000000) proceduralRuleOffset: 0 (0x00000000) position[x,y,z]: (0.000011, 2.315662, -0.000084) quat[x,y,z,w]: (-0.127797, 0.000000, 0.000000, 0.991800) rotation[x,y,z]: (-0.256296, 0.000000, 0.000000) positionScale[x,y,z]: (0.003906, 0.003906, 0.003906) rotationScale[x,y,z]: (0.000012, 0.000012, 0.000012) poseToBoneColumn0[x,y,z]: (0.511547, -0.050672, -0.857760) poseToBoneColumn1[x,y,z]: (0.850102, -0.115470, 0.513802) poseToBoneColumn2[x,y,z]: (-0.125081, -0.992018, -0.015993) poseToBoneColumn3[x,y,z]: (17.933155, 32.006927, -33.168613) -------------------- [Bone (node) index: 16] name: ValveBiped.bip_ulna_r parentBoneIndex: 4 (ValveBiped.bip_lowerArm_R) flags: 1 280 (0x00000500) proceduralRuleType: 0 (0x00000000) proceduralRuleOffset: 0 (0x00000000) position[x,y,z]: (0.000000, 9.722963, 0.000000) quat[x,y,z,w]: (-0.075600, 0.012377, 0.000938, 0.997061) rotation[x,y,z]: (-0.151357, 0.024826, -0.000001) positionScale[x,y,z]: (0.003906, 0.003906, 0.003906) rotationScale[x,y,z]: (0.000012, 0.000029, 0.000012) poseToBoneColumn0[x,y,z]: (0.685714, -0.678593, 0.263263) poseToBoneColumn1[x,y,z]: (-0.456571, -0.119323, 0.881649) poseToBoneColumn2[x,y,z]: (-0.566867, -0.724757, -0.391648) poseToBoneColumn3[x,y,z]: (48.332157, 14.491663, 23.841202) -------------------- [Bone (node) index: 17] name: ValveBiped.bip_bicep_R parentBoneIndex: 3 (ValveBiped.bip_upperArm_R) flags: 1 280 (0x00000500) proceduralRuleType: 0 (0x00000000) proceduralRuleOffset: 0 (0x00000000) position[x,y,z]: (0.000000, 8.540291, -0.000001) quat[x,y,z,w]: (-0.053265, -0.027195, 0.005674, 0.998194) rotation[x,y,z]: (-0.107004, -0.053713, 0.014246) positionScale[x,y,z]: (0.003906, 0.003906, 0.003906) rotationScale[x,y,z]: (0.000012, 0.000012, 0.000012) poseToBoneColumn0[x,y,z]: (0.727832, -0.631141, 0.268184) poseToBoneColumn1[x,y,z]: (-0.334248, 0.014976, 0.942366) poseToBoneColumn2[x,y,z]: (-0.598782, -0.775524, -0.200058) poseToBoneColumn3[x,y,z]: (50.910683, 39.146320, 15.994457) -------------------- ====== Animation Descs ====== [Animation Desc index: 0] baseHeaderOffset: -5 492 (0xFFFFEA8C) nameOffset: 27 859 (0x00006CD3) name: @idle fps: 30.000000 flags: 1 (0x00000001) frameCount: 121 movementCount: 0 movementOffset: 0 (0x00000000) unused1(0): 0 (0x00000000) unused1(1): 0 (0x00000000) unused1(2): 0 (0x00000000) unused1(3): 0 (0x00000000) unused1(4): 0 (0x00000000) unused1(5): 0 (0x00000000) animBlock: 0 (0x00000000) animOffset: 1 052 (0x0000041C) ikRuleCount: 0 ikRuleOffset: 0 (0x00000000) animblockIkRuleOffset: 0 (0x00000000) localHierarchyCount: 0 localHierarchyOffset: 0 (0x00000000) sectionOffset: 1 000 (0x000003E8) sectionFrameCount: 30 spanFrameCount: 0 spanCount: 0 spanOffset: 0 (0x00000000) spanStallTime: 0.000000 ====== Animation (for Section 1) ====== [Animation index: 0] boneIndex: 0 (0x00000000) flags: 33 (0x00000021) nextSourceMdlAnimationOffset: 18 (0x00000012) STUDIO_ANIM_RAWPOS: (0.000000, -1.000000, -70.000000) STUDIO_ANIM_RAWROT2: (, , ) -------------------- [Animation index: 1] boneIndex: 3 (0x00000003) flags: 12 (0x0000000C) nextSourceMdlAnimationOffset: 370 (0x00000172) STUDIO_ANIM_ANIMPOS: (, , ) STUDIO_ANIM_ANIMROT: (, , ) -------------------- [Animation index: 2] boneIndex: 4 (0x00000004) flags: 8 (0x00000008) nextSourceMdlAnimationOffset: 198 (0x000000C6) STUDIO_ANIM_ANIMROT: (, , ) -------------------- [Animation index: 3] boneIndex: 5 (0x00000005) flags: 8 (0x00000008) nextSourceMdlAnimationOffset: 202 (0x000000CA) STUDIO_ANIM_ANIMROT: (, , ) -------------------- [Animation index: 4] boneIndex: 6 (0x00000006) flags: 8 (0x00000008) nextSourceMdlAnimationOffset: 74 (0x0000004A) STUDIO_ANIM_ANIMROT: (, , ) -------------------- [Animation index: 5] boneIndex: 8 (0x00000008) flags: 8 (0x00000008) nextSourceMdlAnimationOffset: 82 (0x00000052) STUDIO_ANIM_ANIMROT: (, , ) -------------------- [Animation index: 6] boneIndex: 9 (0x00000009) flags: 32 (0x00000020) nextSourceMdlAnimationOffset: 12 (0x0000000C) STUDIO_ANIM_RAWROT2: (, , ) -------------------- [Animation index: 7] boneIndex: 10 (0x0000000A) flags: 8 (0x00000008) nextSourceMdlAnimationOffset: 74 (0x0000004A) STUDIO_ANIM_ANIMROT: (, , ) -------------------- [Animation index: 8] boneIndex: 12 (0x0000000C) flags: 8 (0x00000008) nextSourceMdlAnimationOffset: 74 (0x0000004A) STUDIO_ANIM_ANIMROT: (, , ) -------------------- [Animation index: 9] boneIndex: 14 (0x0000000E) flags: 8 (0x00000008) nextSourceMdlAnimationOffset: 74 (0x0000004A) STUDIO_ANIM_ANIMROT: (, , ) -------------------- [Animation index: 10] boneIndex: 16 (0x00000010) flags: 8 (0x00000008) nextSourceMdlAnimationOffset: 202 (0x000000CA) STUDIO_ANIM_ANIMROT: (, , ) -------------------- [Animation index: 11] boneIndex: 17 (0x00000011) flags: 32 (0x00000020) nextSourceMdlAnimationOffset: 0 (0x00000000) STUDIO_ANIM_RAWROT2: (, , ) -------------------- -------------------- [Animation Desc index: 1] baseHeaderOffset: -5 592 (0xFFFFEA28) nameOffset: 27 765 (0x00006C75) name: @idle_layer fps: 30.000000 flags: 4 (0x00000004) frameCount: 121 movementCount: 0 movementOffset: 0 (0x00000000) unused1(0): 0 (0x00000000) unused1(1): 0 (0x00000000) unused1(2): 0 (0x00000000) unused1(3): 0 (0x00000000) unused1(4): 0 (0x00000000) unused1(5): 0 (0x00000000) animBlock: 0 (0x00000000) animOffset: 6 952 (0x00001B28) ikRuleCount: 0 ikRuleOffset: 0 (0x00000000) animblockIkRuleOffset: 0 (0x00000000) localHierarchyCount: 0 localHierarchyOffset: 0 (0x00000000) sectionOffset: 6 896 (0x00001AF0) sectionFrameCount: 30 spanFrameCount: 0 spanCount: 0 spanOffset: 0 (0x00000000) spanStallTime: 0.000000 ====== Animation (for Section 1) ====== [Animation index: 0] boneIndex: 3 (0x00000003) flags: 28 (0x0000001C) nextSourceMdlAnimationOffset: 370 (0x00000172) STUDIO_ANIM_ANIMPOS: (, , ) STUDIO_ANIM_ANIMROT: (, , ) -------------------- [Animation index: 1] boneIndex: 4 (0x00000004) flags: 24 (0x00000018) nextSourceMdlAnimationOffset: 200 (0x000000C8) STUDIO_ANIM_ANIMROT: (, , ) -------------------- [Animation index: 2] boneIndex: 5 (0x00000005) flags: 24 (0x00000018) nextSourceMdlAnimationOffset: 202 (0x000000CA) STUDIO_ANIM_ANIMROT: (, , ) -------------------- [Animation index: 3] boneIndex: 6 (0x00000006) flags: 24 (0x00000018) nextSourceMdlAnimationOffset: 74 (0x0000004A) STUDIO_ANIM_ANIMROT: (, , ) -------------------- [Animation index: 4] boneIndex: 8 (0x00000008) flags: 24 (0x00000018) nextSourceMdlAnimationOffset: 74 (0x0000004A) STUDIO_ANIM_ANIMROT: (, , ) -------------------- [Animation index: 5] boneIndex: 10 (0x0000000A) flags: 24 (0x00000018) nextSourceMdlAnimationOffset: 74 (0x0000004A) STUDIO_ANIM_ANIMROT: (, , ) -------------------- [Animation index: 6] boneIndex: 12 (0x0000000C) flags: 24 (0x00000018) nextSourceMdlAnimationOffset: 74 (0x0000004A) STUDIO_ANIM_ANIMROT: (, , ) -------------------- [Animation index: 7] boneIndex: 14 (0x0000000E) flags: 24 (0x00000018) nextSourceMdlAnimationOffset: 74 (0x0000004A) STUDIO_ANIM_ANIMROT: (, , ) -------------------- [Animation index: 8] boneIndex: 16 (0x00000010) flags: 24 (0x00000018) nextSourceMdlAnimationOffset: 0 (0x00000000) STUDIO_ANIM_ANIMROT: (, , ) -------------------- -------------------- [Animation Desc index: 2] baseHeaderOffset: -5 692 (0xFFFFE9C4) nameOffset: 27 677 (0x00006C1D) name: @deploy fps: 30.000000 flags: 0 (0x00000000) frameCount: 41 movementCount: 0 movementOffset: 0 (0x00000000) unused1(0): 0 (0x00000000) unused1(1): 0 (0x00000000) unused1(2): 0 (0x00000000) unused1(3): 0 (0x00000000) unused1(4): 0 (0x00000000) unused1(5): 0 (0x00000000) animBlock: 0 (0x00000000) animOffset: 11 764 (0x00002DF4) ikRuleCount: 0 ikRuleOffset: 0 (0x00000000) animblockIkRuleOffset: 0 (0x00000000) localHierarchyCount: 0 localHierarchyOffset: 0 (0x00000000) sectionOffset: 0 (0x00000000) sectionFrameCount: 0 spanFrameCount: 0 spanCount: 0 spanOffset: 0 (0x00000000) spanStallTime: 0.000000 ====== Animation (for Section 1) ====== [Animation index: 0] boneIndex: 0 (0x00000000) flags: 33 (0x00000021) nextSourceMdlAnimationOffset: 18 (0x00000012) STUDIO_ANIM_RAWPOS: (0.000000, -1.000000, -70.000000) STUDIO_ANIM_RAWROT2: (, , ) -------------------- [Animation index: 1] boneIndex: 3 (0x00000003) flags: 12 (0x0000000C) nextSourceMdlAnimationOffset: 516 (0x00000204) STUDIO_ANIM_ANIMPOS: (, , ) STUDIO_ANIM_ANIMROT: (, , ) -------------------- [Animation index: 2] boneIndex: 4 (0x00000004) flags: 8 (0x00000008) nextSourceMdlAnimationOffset: 256 (0x00000100) STUDIO_ANIM_ANIMROT: (, , ) -------------------- [Animation index: 3] boneIndex: 5 (0x00000005) flags: 8 (0x00000008) nextSourceMdlAnimationOffset: 262 (0x00000106) STUDIO_ANIM_ANIMROT: (, , ) -------------------- [Animation index: 4] boneIndex: 6 (0x00000006) flags: 8 (0x00000008) nextSourceMdlAnimationOffset: 202 (0x000000CA) STUDIO_ANIM_ANIMROT: (, , ) -------------------- [Animation index: 5] boneIndex: 8 (0x00000008) flags: 8 (0x00000008) nextSourceMdlAnimationOffset: 126 (0x0000007E) STUDIO_ANIM_ANIMROT: (, , ) -------------------- [Animation index: 6] boneIndex: 9 (0x00000009) flags: 32 (0x00000020) nextSourceMdlAnimationOffset: 12 (0x0000000C) STUDIO_ANIM_RAWROT2: (, , ) -------------------- [Animation index: 7] boneIndex: 10 (0x0000000A) flags: 8 (0x00000008) nextSourceMdlAnimationOffset: 74 (0x0000004A) STUDIO_ANIM_ANIMROT: (, , ) -------------------- [Animation index: 8] boneIndex: 12 (0x0000000C) flags: 8 (0x00000008) nextSourceMdlAnimationOffset: 74 (0x0000004A) STUDIO_ANIM_ANIMROT: (, , ) -------------------- [Animation index: 9] boneIndex: 14 (0x0000000E) flags: 8 (0x00000008) nextSourceMdlAnimationOffset: 74 (0x0000004A) STUDIO_ANIM_ANIMROT: (, , ) -------------------- [Animation index: 10] boneIndex: 16 (0x00000010) flags: 8 (0x00000008) nextSourceMdlAnimationOffset: 262 (0x00000106) STUDIO_ANIM_ANIMROT: (, , ) -------------------- [Animation index: 11] boneIndex: 17 (0x00000011) flags: 32 (0x00000020) nextSourceMdlAnimationOffset: 0 (0x00000000) STUDIO_ANIM_RAWROT2: (, , ) -------------------- -------------------- [Animation Desc index: 3] baseHeaderOffset: -5 792 (0xFFFFE960) nameOffset: 27 585 (0x00006BC1) name: @deploy_layer fps: 30.000000 flags: 4 (0x00000004) frameCount: 41 movementCount: 0 movementOffset: 0 (0x00000000) unused1(0): 0 (0x00000000) unused1(1): 0 (0x00000000) unused1(2): 0 (0x00000000) unused1(3): 0 (0x00000000) unused1(4): 0 (0x00000000) unused1(5): 0 (0x00000000) animBlock: 0 (0x00000000) animOffset: 13 568 (0x00003500) ikRuleCount: 0 ikRuleOffset: 0 (0x00000000) animblockIkRuleOffset: 0 (0x00000000) localHierarchyCount: 0 localHierarchyOffset: 0 (0x00000000) sectionOffset: 0 (0x00000000) sectionFrameCount: 0 spanFrameCount: 0 spanCount: 0 spanOffset: 0 (0x00000000) spanStallTime: 0.000000 ====== Animation (for Section 1) ====== [Animation index: 0] boneIndex: 3 (0x00000003) flags: 28 (0x0000001C) nextSourceMdlAnimationOffset: 510 (0x000001FE) STUDIO_ANIM_ANIMPOS: (, , ) STUDIO_ANIM_ANIMROT: (, , ) -------------------- [Animation index: 1] boneIndex: 4 (0x00000004) flags: 24 (0x00000018) nextSourceMdlAnimationOffset: 260 (0x00000104) STUDIO_ANIM_ANIMROT: (, , ) -------------------- [Animation index: 2] boneIndex: 5 (0x00000005) flags: 24 (0x00000018) nextSourceMdlAnimationOffset: 262 (0x00000106) STUDIO_ANIM_ANIMROT: (, , ) -------------------- [Animation index: 3] boneIndex: 6 (0x00000006) flags: 24 (0x00000018) nextSourceMdlAnimationOffset: 202 (0x000000CA) STUDIO_ANIM_ANIMROT: (, , ) -------------------- [Animation index: 4] boneIndex: 8 (0x00000008) flags: 24 (0x00000018) nextSourceMdlAnimationOffset: 86 (0x00000056) STUDIO_ANIM_ANIMROT: (, , ) -------------------- [Animation index: 5] boneIndex: 10 (0x0000000A) flags: 24 (0x00000018) nextSourceMdlAnimationOffset: 76 (0x0000004C) STUDIO_ANIM_ANIMROT: (, , ) -------------------- [Animation index: 6] boneIndex: 12 (0x0000000C) flags: 24 (0x00000018) nextSourceMdlAnimationOffset: 76 (0x0000004C) STUDIO_ANIM_ANIMROT: (, , ) -------------------- [Animation index: 7] boneIndex: 14 (0x0000000E) flags: 24 (0x00000018) nextSourceMdlAnimationOffset: 74 (0x0000004A) STUDIO_ANIM_ANIMROT: (, , ) -------------------- [Animation index: 8] boneIndex: 16 (0x00000010) flags: 24 (0x00000018) nextSourceMdlAnimationOffset: 0 (0x00000000) STUDIO_ANIM_ANIMROT: (, , ) -------------------- -------------------- [Animation Desc index: 4] baseHeaderOffset: -5 892 (0xFFFFE8FC) nameOffset: 27 499 (0x00006B6B) name: @melee fps: 30.000000 flags: 0 (0x00000000) frameCount: 41 movementCount: 0 movementOffset: 0 (0x00000000) unused1(0): 0 (0x00000000) unused1(1): 0 (0x00000000) unused1(2): 0 (0x00000000) unused1(3): 0 (0x00000000) unused1(4): 0 (0x00000000) unused1(5): 0 (0x00000000) animBlock: 0 (0x00000000) animOffset: 15 116 (0x00003B0C) ikRuleCount: 0 ikRuleOffset: 0 (0x00000000) animblockIkRuleOffset: 0 (0x00000000) localHierarchyCount: 0 localHierarchyOffset: 0 (0x00000000) sectionOffset: 0 (0x00000000) sectionFrameCount: 0 spanFrameCount: 0 spanCount: 0 spanOffset: 0 (0x00000000) spanStallTime: 0.000000 ====== Animation (for Section 1) ====== [Animation index: 0] boneIndex: 0 (0x00000000) flags: 33 (0x00000021) nextSourceMdlAnimationOffset: 18 (0x00000012) STUDIO_ANIM_RAWPOS: (0.000000, -1.000000, -70.000000) STUDIO_ANIM_RAWROT2: (, , ) -------------------- [Animation index: 1] boneIndex: 3 (0x00000003) flags: 12 (0x0000000C) nextSourceMdlAnimationOffset: 520 (0x00000208) STUDIO_ANIM_ANIMPOS: (, , ) STUDIO_ANIM_ANIMROT: (, , ) -------------------- [Animation index: 2] boneIndex: 4 (0x00000004) flags: 8 (0x00000008) nextSourceMdlAnimationOffset: 262 (0x00000106) STUDIO_ANIM_ANIMROT: (, , ) -------------------- [Animation index: 3] boneIndex: 5 (0x00000005) flags: 8 (0x00000008) nextSourceMdlAnimationOffset: 262 (0x00000106) STUDIO_ANIM_ANIMROT: (, , ) -------------------- [Animation index: 4] boneIndex: 6 (0x00000006) flags: 8 (0x00000008) nextSourceMdlAnimationOffset: 70 (0x00000046) STUDIO_ANIM_ANIMROT: (, , ) -------------------- [Animation index: 5] boneIndex: 8 (0x00000008) flags: 8 (0x00000008) nextSourceMdlAnimationOffset: 106 (0x0000006A) STUDIO_ANIM_ANIMROT: (, , ) -------------------- [Animation index: 6] boneIndex: 9 (0x00000009) flags: 32 (0x00000020) nextSourceMdlAnimationOffset: 12 (0x0000000C) STUDIO_ANIM_RAWROT2: (, , ) -------------------- [Animation index: 7] boneIndex: 10 (0x0000000A) flags: 8 (0x00000008) nextSourceMdlAnimationOffset: 70 (0x00000046) STUDIO_ANIM_ANIMROT: (, , ) -------------------- [Animation index: 8] boneIndex: 12 (0x0000000C) flags: 8 (0x00000008) nextSourceMdlAnimationOffset: 70 (0x00000046) STUDIO_ANIM_ANIMROT: (, , ) -------------------- [Animation index: 9] boneIndex: 14 (0x0000000E) flags: 8 (0x00000008) nextSourceMdlAnimationOffset: 70 (0x00000046) STUDIO_ANIM_ANIMROT: (, , ) -------------------- [Animation index: 10] boneIndex: 16 (0x00000010) flags: 8 (0x00000008) nextSourceMdlAnimationOffset: 262 (0x00000106) STUDIO_ANIM_ANIMROT: (, , ) -------------------- [Animation index: 11] boneIndex: 17 (0x00000011) flags: 32 (0x00000020) nextSourceMdlAnimationOffset: 0 (0x00000000) STUDIO_ANIM_RAWROT2: (, , ) -------------------- -------------------- [Animation Desc index: 5] baseHeaderOffset: -5 992 (0xFFFFE898) nameOffset: 27 406 (0x00006B0E) name: @melee_layer fps: 30.000000 flags: 4 (0x00000004) frameCount: 41 movementCount: 0 movementOffset: 0 (0x00000000) unused1(0): 0 (0x00000000) unused1(1): 0 (0x00000000) unused1(2): 0 (0x00000000) unused1(3): 0 (0x00000000) unused1(4): 0 (0x00000000) unused1(5): 0 (0x00000000) animBlock: 0 (0x00000000) animOffset: 16 760 (0x00004178) ikRuleCount: 0 ikRuleOffset: 0 (0x00000000) animblockIkRuleOffset: 0 (0x00000000) localHierarchyCount: 0 localHierarchyOffset: 0 (0x00000000) sectionOffset: 0 (0x00000000) sectionFrameCount: 0 spanFrameCount: 0 spanCount: 0 spanOffset: 0 (0x00000000) spanStallTime: 0.000000 ====== Animation (for Section 1) ====== [Animation index: 0] boneIndex: 3 (0x00000003) flags: 28 (0x0000001C) nextSourceMdlAnimationOffset: 518 (0x00000206) STUDIO_ANIM_ANIMPOS: (, , ) STUDIO_ANIM_ANIMROT: (, , ) -------------------- [Animation index: 1] boneIndex: 4 (0x00000004) flags: 24 (0x00000018) nextSourceMdlAnimationOffset: 262 (0x00000106) STUDIO_ANIM_ANIMROT: (, , ) -------------------- [Animation index: 2] boneIndex: 5 (0x00000005) flags: 24 (0x00000018) nextSourceMdlAnimationOffset: 262 (0x00000106) STUDIO_ANIM_ANIMROT: (, , ) -------------------- [Animation index: 3] boneIndex: 6 (0x00000006) flags: 24 (0x00000018) nextSourceMdlAnimationOffset: 70 (0x00000046) STUDIO_ANIM_ANIMROT: (, , ) -------------------- [Animation index: 4] boneIndex: 8 (0x00000008) flags: 24 (0x00000018) nextSourceMdlAnimationOffset: 84 (0x00000054) STUDIO_ANIM_ANIMROT: (, , ) -------------------- [Animation index: 5] boneIndex: 10 (0x0000000A) flags: 24 (0x00000018) nextSourceMdlAnimationOffset: 70 (0x00000046) STUDIO_ANIM_ANIMROT: (, , ) -------------------- [Animation index: 6] boneIndex: 12 (0x0000000C) flags: 24 (0x00000018) nextSourceMdlAnimationOffset: 70 (0x00000046) STUDIO_ANIM_ANIMROT: (, , ) -------------------- [Animation index: 7] boneIndex: 14 (0x0000000E) flags: 24 (0x00000018) nextSourceMdlAnimationOffset: 70 (0x00000046) STUDIO_ANIM_ANIMROT: (, , ) -------------------- [Animation index: 8] boneIndex: 16 (0x00000010) flags: 24 (0x00000018) nextSourceMdlAnimationOffset: 0 (0x00000000) STUDIO_ANIM_ANIMROT: (, , ) -------------------- -------------------- [Animation Desc index: 6] baseHeaderOffset: -6 092 (0xFFFFE834) nameOffset: 27 319 (0x00006AB7) name: @melee02 fps: 30.000000 flags: 0 (0x00000000) frameCount: 41 movementCount: 0 movementOffset: 0 (0x00000000) unused1(0): 0 (0x00000000) unused1(1): 0 (0x00000000) unused1(2): 0 (0x00000000) unused1(3): 0 (0x00000000) unused1(4): 0 (0x00000000) unused1(5): 0 (0x00000000) animBlock: 0 (0x00000000) animOffset: 18 164 (0x000046F4) ikRuleCount: 0 ikRuleOffset: 0 (0x00000000) animblockIkRuleOffset: 0 (0x00000000) localHierarchyCount: 0 localHierarchyOffset: 0 (0x00000000) sectionOffset: 0 (0x00000000) sectionFrameCount: 0 spanFrameCount: 0 spanCount: 0 spanOffset: 0 (0x00000000) spanStallTime: 0.000000 ====== Animation (for Section 1) ====== [Animation index: 0] boneIndex: 0 (0x00000000) flags: 33 (0x00000021) nextSourceMdlAnimationOffset: 18 (0x00000012) STUDIO_ANIM_RAWPOS: (0.000000, -1.000000, -70.000000) STUDIO_ANIM_RAWROT2: (, , ) -------------------- [Animation index: 1] boneIndex: 3 (0x00000003) flags: 12 (0x0000000C) nextSourceMdlAnimationOffset: 442 (0x000001BA) STUDIO_ANIM_ANIMPOS: (, , ) STUDIO_ANIM_ANIMROT: (, , ) -------------------- [Animation index: 2] boneIndex: 4 (0x00000004) flags: 8 (0x00000008) nextSourceMdlAnimationOffset: 262 (0x00000106) STUDIO_ANIM_ANIMROT: (, , ) -------------------- [Animation index: 3] boneIndex: 5 (0x00000005) flags: 8 (0x00000008) nextSourceMdlAnimationOffset: 262 (0x00000106) STUDIO_ANIM_ANIMROT: (, , ) -------------------- [Animation index: 4] boneIndex: 6 (0x00000006) flags: 8 (0x00000008) nextSourceMdlAnimationOffset: 84 (0x00000054) STUDIO_ANIM_ANIMROT: (, , ) -------------------- [Animation index: 5] boneIndex: 8 (0x00000008) flags: 8 (0x00000008) nextSourceMdlAnimationOffset: 204 (0x000000CC) STUDIO_ANIM_ANIMROT: (, , ) -------------------- [Animation index: 6] boneIndex: 9 (0x00000009) flags: 32 (0x00000020) nextSourceMdlAnimationOffset: 12 (0x0000000C) STUDIO_ANIM_RAWROT2: (, , ) -------------------- [Animation index: 7] boneIndex: 10 (0x0000000A) flags: 8 (0x00000008) nextSourceMdlAnimationOffset: 204 (0x000000CC) STUDIO_ANIM_ANIMROT: (, , ) -------------------- [Animation index: 8] boneIndex: 12 (0x0000000C) flags: 8 (0x00000008) nextSourceMdlAnimationOffset: 84 (0x00000054) STUDIO_ANIM_ANIMROT: (, , ) -------------------- [Animation index: 9] boneIndex: 14 (0x0000000E) flags: 8 (0x00000008) nextSourceMdlAnimationOffset: 84 (0x00000054) STUDIO_ANIM_ANIMROT: (, , ) -------------------- [Animation index: 10] boneIndex: 16 (0x00000010) flags: 8 (0x00000008) nextSourceMdlAnimationOffset: 166 (0x000000A6) STUDIO_ANIM_ANIMROT: (, , ) -------------------- [Animation index: 11] boneIndex: 17 (0x00000011) flags: 32 (0x00000020) nextSourceMdlAnimationOffset: 0 (0x00000000) STUDIO_ANIM_RAWROT2: (, , ) -------------------- -------------------- [Animation Desc index: 7] baseHeaderOffset: -6 192 (0xFFFFE7D0) nameOffset: 27 228 (0x00006A5C) name: @melee02_layer fps: 30.000000 flags: 4 (0x00000004) frameCount: 41 movementCount: 0 movementOffset: 0 (0x00000000) unused1(0): 0 (0x00000000) unused1(1): 0 (0x00000000) unused1(2): 0 (0x00000000) unused1(3): 0 (0x00000000) unused1(4): 0 (0x00000000) unused1(5): 0 (0x00000000) animBlock: 0 (0x00000000) animOffset: 19 904 (0x00004DC0) ikRuleCount: 0 ikRuleOffset: 0 (0x00000000) animblockIkRuleOffset: 0 (0x00000000) localHierarchyCount: 0 localHierarchyOffset: 0 (0x00000000) sectionOffset: 0 (0x00000000) sectionFrameCount: 0 spanFrameCount: 0 spanCount: 0 spanOffset: 0 (0x00000000) spanStallTime: 0.000000 ====== Animation (for Section 1) ====== [Animation index: 0] boneIndex: 3 (0x00000003) flags: 28 (0x0000001C) nextSourceMdlAnimationOffset: 442 (0x000001BA) STUDIO_ANIM_ANIMPOS: (, , ) STUDIO_ANIM_ANIMROT: (, , ) -------------------- [Animation index: 1] boneIndex: 4 (0x00000004) flags: 24 (0x00000018) nextSourceMdlAnimationOffset: 262 (0x00000106) STUDIO_ANIM_ANIMROT: (, , ) -------------------- [Animation index: 2] boneIndex: 5 (0x00000005) flags: 24 (0x00000018) nextSourceMdlAnimationOffset: 262 (0x00000106) STUDIO_ANIM_ANIMROT: (, , ) -------------------- [Animation index: 3] boneIndex: 6 (0x00000006) flags: 24 (0x00000018) nextSourceMdlAnimationOffset: 84 (0x00000054) STUDIO_ANIM_ANIMROT: (, , ) -------------------- [Animation index: 4] boneIndex: 8 (0x00000008) flags: 24 (0x00000018) nextSourceMdlAnimationOffset: 204 (0x000000CC) STUDIO_ANIM_ANIMROT: (, , ) -------------------- [Animation index: 5] boneIndex: 10 (0x0000000A) flags: 24 (0x00000018) nextSourceMdlAnimationOffset: 204 (0x000000CC) STUDIO_ANIM_ANIMROT: (, , ) -------------------- [Animation index: 6] boneIndex: 12 (0x0000000C) flags: 24 (0x00000018) nextSourceMdlAnimationOffset: 84 (0x00000054) STUDIO_ANIM_ANIMROT: (, , ) -------------------- [Animation index: 7] boneIndex: 14 (0x0000000E) flags: 24 (0x00000018) nextSourceMdlAnimationOffset: 84 (0x00000054) STUDIO_ANIM_ANIMROT: (, , ) -------------------- [Animation index: 8] boneIndex: 16 (0x00000010) flags: 24 (0x00000018) nextSourceMdlAnimationOffset: 0 (0x00000000) STUDIO_ANIM_ANIMROT: (, , ) -------------------- -------------------- [Animation Desc index: 8] baseHeaderOffset: -6 292 (0xFFFFE76C) nameOffset: 27 143 (0x00006A07) name: @melee03 fps: 30.000000 flags: 0 (0x00000000) frameCount: 41 movementCount: 0 movementOffset: 0 (0x00000000) unused1(0): 0 (0x00000000) unused1(1): 0 (0x00000000) unused1(2): 0 (0x00000000) unused1(3): 0 (0x00000000) unused1(4): 0 (0x00000000) unused1(5): 0 (0x00000000) animBlock: 0 (0x00000000) animOffset: 14 716 (0x0000397C) ikRuleCount: 0 ikRuleOffset: 0 (0x00000000) animblockIkRuleOffset: 0 (0x00000000) localHierarchyCount: 0 localHierarchyOffset: 0 (0x00000000) sectionOffset: 0 (0x00000000) sectionFrameCount: 0 spanFrameCount: 0 spanCount: 0 spanOffset: 0 (0x00000000) spanStallTime: 0.000000 ====== Animation (for Section 1) ====== [Animation index: 0] boneIndex: 0 (0x00000000) flags: 33 (0x00000021) nextSourceMdlAnimationOffset: 18 (0x00000012) STUDIO_ANIM_RAWPOS: (0.000000, -1.000000, -70.000000) STUDIO_ANIM_RAWROT2: (, , ) -------------------- [Animation index: 1] boneIndex: 3 (0x00000003) flags: 12 (0x0000000C) nextSourceMdlAnimationOffset: 520 (0x00000208) STUDIO_ANIM_ANIMPOS: (, , ) STUDIO_ANIM_ANIMROT: (, , ) -------------------- [Animation index: 2] boneIndex: 4 (0x00000004) flags: 8 (0x00000008) nextSourceMdlAnimationOffset: 262 (0x00000106) STUDIO_ANIM_ANIMROT: (, , ) -------------------- [Animation index: 3] boneIndex: 5 (0x00000005) flags: 8 (0x00000008) nextSourceMdlAnimationOffset: 262 (0x00000106) STUDIO_ANIM_ANIMROT: (, , ) -------------------- [Animation index: 4] boneIndex: 6 (0x00000006) flags: 8 (0x00000008) nextSourceMdlAnimationOffset: 70 (0x00000046) STUDIO_ANIM_ANIMROT: (, , ) -------------------- [Animation index: 5] boneIndex: 8 (0x00000008) flags: 8 (0x00000008) nextSourceMdlAnimationOffset: 106 (0x0000006A) STUDIO_ANIM_ANIMROT: (, , ) -------------------- [Animation index: 6] boneIndex: 9 (0x00000009) flags: 32 (0x00000020) nextSourceMdlAnimationOffset: 12 (0x0000000C) STUDIO_ANIM_RAWROT2: (, , ) -------------------- [Animation index: 7] boneIndex: 10 (0x0000000A) flags: 8 (0x00000008) nextSourceMdlAnimationOffset: 70 (0x00000046) STUDIO_ANIM_ANIMROT: (, , ) -------------------- [Animation index: 8] boneIndex: 12 (0x0000000C) flags: 8 (0x00000008) nextSourceMdlAnimationOffset: 70 (0x00000046) STUDIO_ANIM_ANIMROT: (, , ) -------------------- [Animation index: 9] boneIndex: 14 (0x0000000E) flags: 8 (0x00000008) nextSourceMdlAnimationOffset: 70 (0x00000046) STUDIO_ANIM_ANIMROT: (, , ) -------------------- [Animation index: 10] boneIndex: 16 (0x00000010) flags: 8 (0x00000008) nextSourceMdlAnimationOffset: 262 (0x00000106) STUDIO_ANIM_ANIMROT: (, , ) -------------------- [Animation index: 11] boneIndex: 17 (0x00000011) flags: 32 (0x00000020) nextSourceMdlAnimationOffset: 0 (0x00000000) STUDIO_ANIM_RAWROT2: (, , ) -------------------- -------------------- [Animation Desc index: 9] baseHeaderOffset: -6 392 (0xFFFFE708) nameOffset: 27 052 (0x000069AC) name: @melee03_layer fps: 30.000000 flags: 4 (0x00000004) frameCount: 41 movementCount: 0 movementOffset: 0 (0x00000000) unused1(0): 0 (0x00000000) unused1(1): 0 (0x00000000) unused1(2): 0 (0x00000000) unused1(3): 0 (0x00000000) unused1(4): 0 (0x00000000) unused1(5): 0 (0x00000000) animBlock: 0 (0x00000000) animOffset: 16 360 (0x00003FE8) ikRuleCount: 0 ikRuleOffset: 0 (0x00000000) animblockIkRuleOffset: 0 (0x00000000) localHierarchyCount: 0 localHierarchyOffset: 0 (0x00000000) sectionOffset: 0 (0x00000000) sectionFrameCount: 0 spanFrameCount: 0 spanCount: 0 spanOffset: 0 (0x00000000) spanStallTime: 0.000000 ====== Animation (for Section 1) ====== [Animation index: 0] boneIndex: 3 (0x00000003) flags: 28 (0x0000001C) nextSourceMdlAnimationOffset: 518 (0x00000206) STUDIO_ANIM_ANIMPOS: (, , ) STUDIO_ANIM_ANIMROT: (, , ) -------------------- [Animation index: 1] boneIndex: 4 (0x00000004) flags: 24 (0x00000018) nextSourceMdlAnimationOffset: 262 (0x00000106) STUDIO_ANIM_ANIMROT: (, , ) -------------------- [Animation index: 2] boneIndex: 5 (0x00000005) flags: 24 (0x00000018) nextSourceMdlAnimationOffset: 262 (0x00000106) STUDIO_ANIM_ANIMROT: (, , ) -------------------- [Animation index: 3] boneIndex: 6 (0x00000006) flags: 24 (0x00000018) 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ikLockCount: 0 ikLockOffset: 1 776 (0x000006F0) keyValueOffset: 1 780 (0x000006F4) keyValueSize: 0 cyclePoseIndex: 0 (0x00000000) unused(0): 0 (0x00000000) unused(1): 0 (0x00000000) unused(2): 0 (0x00000000) unused(3): 0 (0x00000000) unused(4): 0 (0x00000000) unused(5): 0 (0x00000000) unused(6): 0 (0x00000000) ====== Animation Indexes ====== [Animation Index index: 0] animIndex: 2 -------------------- ====== Animation Bone Weights ====== [Animation Bone Weight index: 0] boneWeight: 1.000000 -------------------- [Animation Bone Weight index: 1] boneWeight: 1.000000 -------------------- [Animation Bone Weight index: 2] boneWeight: 1.000000 -------------------- [Animation Bone Weight index: 3] boneWeight: 1.000000 -------------------- [Animation Bone Weight index: 4] boneWeight: 1.000000 -------------------- [Animation Bone Weight index: 5] boneWeight: 1.000000 -------------------- [Animation Bone Weight index: 6] boneWeight: 1.000000 -------------------- [Animation Bone Weight index: 7] 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keyValueOffset: 1 572 (0x00000624) keyValueSize: 0 cyclePoseIndex: 0 (0x00000000) unused(0): 0 (0x00000000) unused(1): 0 (0x00000000) unused(2): 0 (0x00000000) unused(3): 0 (0x00000000) unused(4): 0 (0x00000000) unused(5): 0 (0x00000000) unused(6): 0 (0x00000000) ====== Animation Indexes ====== [Animation Index index: 0] animIndex: 3 -------------------- ====== Animation Bone Weights ====== [Animation Bone Weight index: 0] boneWeight: 1.000000 -------------------- [Animation Bone Weight index: 1] boneWeight: 1.000000 -------------------- [Animation Bone Weight index: 2] boneWeight: 1.000000 -------------------- [Animation Bone Weight index: 3] boneWeight: 1.000000 -------------------- [Animation Bone Weight index: 4] boneWeight: 1.000000 -------------------- [Animation Bone Weight index: 5] boneWeight: 1.000000 -------------------- [Animation Bone Weight index: 6] boneWeight: 1.000000 -------------------- [Animation Bone Weight index: 7] boneWeight: 1.000000 -------------------- 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cyclePoseIndex: 0 (0x00000000) unused(0): 0 (0x00000000) unused(1): 0 (0x00000000) unused(2): 0 (0x00000000) unused(3): 0 (0x00000000) unused(4): 0 (0x00000000) unused(5): 0 (0x00000000) unused(6): 0 (0x00000000) ====== Animation Indexes ====== [Animation Index index: 0] animIndex: 4 -------------------- ====== Animation Bone Weights ====== [Animation Bone Weight index: 0] boneWeight: 1.000000 -------------------- [Animation Bone Weight index: 1] boneWeight: 1.000000 -------------------- [Animation Bone Weight index: 2] boneWeight: 1.000000 -------------------- [Animation Bone Weight index: 3] boneWeight: 1.000000 -------------------- [Animation Bone Weight index: 4] boneWeight: 1.000000 -------------------- [Animation Bone Weight index: 5] boneWeight: 1.000000 -------------------- [Animation Bone Weight index: 6] boneWeight: 1.000000 -------------------- [Animation Bone Weight index: 7] boneWeight: 1.000000 -------------------- [Animation Bone Weight index: 8] boneWeight: 1.000000 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